45 research outputs found
Using Computer Vision Technologies to Make the Virtual Visible
Mobile Life CentreMobile 2.
GPU-based Image Analysis on Mobile Devices
With the rapid advances in mobile technology many mobile devices are capable
of capturing high quality images and video with their embedded camera. This
paper investigates techniques for real-time processing of the resulting images,
particularly on-device utilizing a graphical processing unit. Issues and
limitations of image processing on mobile devices are discussed, and the
performance of graphical processing units on a range of devices measured
through a programmable shader implementation of Canny edge detection.Comment: Proceedings of Image and Vision Computing New Zealand 201
Efficient storage and decoding of SURF feature points
Practical use of SURF feature points in large-scale indexing and retrieval engines requires an efficient means for storing and decoding these features. This paper investigates several methods for compression and storage of SURF feature points, considering both storage consumption and disk-read efficiency. We compare each scheme with a baseline plain-text encoding scheme as used by many existing SURF implementations. Our final proposed scheme significantly reduces both the time required to load and decode feature points, and the space required to store them on disk
Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection
Communication channel established from a display to a device's camera is
known as visual channel, and it is helpful in securing key exchange protocol.
In this paper, we study how visual channel can be exploited by a network
terminal and mobile device to jointly verify information in an interactive
session, and how such information can be jointly presented in a user-friendly
manner, taking into account that the mobile device can only capture and display
a small region, and the user may only want to authenticate selective
regions-of-interests. Motivated by applications in Kiosk computing and
multi-factor authentication, we consider three security models: (1) the mobile
device is trusted, (2) at most one of the terminal or the mobile device is
dishonest, and (3) both the terminal and device are dishonest but they do not
collude or communicate. We give two protocols and investigate them under the
abovementioned models. We point out a form of replay attack that renders some
other straightforward implementations cumbersome to use. To enhance
user-friendliness, we propose a solution using visual cues embedded into the 2D
barcodes and incorporate the framework of "augmented reality" for easy
verifications through visual inspection. We give a proof-of-concept
implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure
Procesamiento y reconocimiento de patrones en video digital
Este trabajo presenta una propuesta de investigación sobre procesamiento y reconocimiento de patrones en video digital.
Debido a la creciente demanda social de este tipo de medio de información, creemos que el campo de aplicación para nuestro desarrollo será muy amplio. Presentamos una figura que muestra nuestra primera aplicación que utiliza una implementación del algoritmo SURF para procesar video.
Finalmente se mencionan algunas aplicaciones y los recursos humanos que se pretenden formar.Eje: Computación gráfica, imágenes y visualizaciónRed de Universidades con Carreras en Informática (RedUNCI
Procesamiento y reconocimiento de patrones en video digital
Este trabajo presenta una propuesta de investigación sobre procesamiento y reconocimiento de patrones en video digital.
Debido a la creciente demanda social de este tipo de medio de información, creemos que el campo de aplicación para nuestro desarrollo será muy amplio. Presentamos una figura que muestra nuestra primera aplicación que utiliza una implementación del algoritmo SURF para procesar video.
Finalmente se mencionan algunas aplicaciones y los recursos humanos que se pretenden formar.Eje: Computación gráfica, imágenes y visualizaciónRed de Universidades con Carreras en Informática (RedUNCI
Getting virtual 3D landscapes out of the lab
Increasingly realistic virtual three dimensional (3D) models have been created that demonstrate a variety of landscape designs. They have supported a more collaborative and participative approach in planning and design. However, these 3D landscape models are often developed for use in bespoke virtual reality labs that tie the models to expensive graphics hardware, or complex arrays of screens, with the viewer spatially detached from the actual site.
Given the increase in prevalence of advanced “smartphone” and tablet technology with GPS and compass functionality, this paper demonstrates two methods for on-demand dissemination of existing virtual 3D landscape models using: (1) a touch based interface with integrated mapping; (2) a standard web browser interface on mobile phones. The latter method demonstrates the potential to reduce the complexity of accessing an existing 3D landscape model on-site to simply pointing a smartphone in a particular direction, loading a web page and seeing the relevant view of the model as an image. A prototype system was developed to demonstrate both methods successfully, but it was also ascertained that the accuracy of GPS positional data can have a negative effect on the browser based method.
Finally, potential developments are presented exploring the future of the technology underpinning the method and possible extensions to the prototype as a technique for increasing public participation in planning and design